CGMA Hair Creation for Games with Johan Lithvall: Learn the Secrets of Realistic Rendered Hairstyles
- herbiemosteller537
- Aug 15, 2023
- 2 min read
Hair is one of the best tools to create personality in a character since it shows a lot of attitude. Hair in games is both interesting and challenging since there is a lot to get right in hair. It is an enormous time effort and I have yet to see someone do hair fast. As with everything in art: Reference is key!
CGMA Hair Creation for Games with Johan Lithvall
I was recently enrolled into CGMA's class Hair Creation for Games ( -hair-creation-for-games) taught by Johan Lithvall. The class was great, and I learned a lot in terms of having a very linear, easy to understand and methodic workflow for game hair.This is the Final asset I made during the class, it is 28.000 tris with a 4kx2k texture and is rendered with Unreal Engine.The hair cards are made with Xgen, Baked in Xnormal and then placed in Maya.
Info:An 8-week course on learning how to create AAA quality hair for gamesThis release contains the first 6 Weeks (correction apparently this is the complete release just labeled a bit weird)Create quality hair for gamesThis class will teach you how to create AAA quality hair for games. Using techniques developed during the production of Horizon Zero Dawn, you will be taken through the full process of planning your work, creating hairs in xgen, baking the hairs into textures, creating a hair asset, and finally putting it into Unreal Engine. The class will contain both practical workflows and theoretical mindsets to help you further hone your skills in hair creation for games.
Not too long ago, I enrolled into CGMA's class Hair Creation for Games ( -hair-creation-for-games) taught by Johan Lithvall. The class was great, and I learned a lot in terms of having a very linear, easy to understand and methodic workflow for game hair.This is the Final asset I made during the class, it is 28.000 tris with a 4kx2k texture and is rendered with Unreal Engine.The hair cards are made with Xgen, Baked in Xnormal and then placed in Maya.it was quite something getting your mind wrapped around doing hair like this, but I am glad it turned out like it did.
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